Structure Sensor e 3-Sweep, lo scanner 3D entra nel cellulare - Captcha Ormai da diversi anni si parla di stampa 3D come del prossimo grande balzo tecnologico mondiale. Le parole d’ordine sono: maker, rivoluzione industriale e soprattutto scanning 3D, temi di cui ci ha parlato anche il nostro uomo copertina Massimo Banzi inventore di Arduino e protagonista del documentario Arduino, creare è un gioco da ragazzi. Nel momento in cui è possibile stampare in casa qualunque cosa diventa allora fondamentale avere un modello di riferimento di quel che vorremmo realizzare, tutto è possibile a patto di avere le giuste informazioni. Di recente abbiamo letto di come lo stesso Kinect Microsoft possa aprirsi a sviluppi di questo genere o la Digitizer dei tipi di MakerBot ne sia un primo esempio casalingo e a basso costo. Personalmente ho sempre faticato a credere in progressi istantanei di questo tipo, essere capaci dal giorno alla notte di produrre da soli oggetti di ogni tipo, integrare dimensione reale e digitale con tanta e tale facilità.
This amazing accessory turns your iPad into a 3D scanner When most people play with a Kinect, the best they can hope for is a high score in Dance Central. When Occipital CEO Jeff Powers saw Microsoft's innovative sensor package for the first time he decided to change the direction of his company and got to work developing the Structure Sensor, a new 3D scanning tool that earned the company over $250,000 (£156,000) in a single day. Product designers can use their iPads and Occipital's anodised aluminium add-on to scan objects and create 3D models suitable for a MakerBot. Realtors can take advantage of its depth sensors to capture the dimensions of a room and create a 360-degree panoramic photo that can be embedded in a listing. Gamers will be able to use the slick sensor to play a bevy of games built on top of the Structure's open API. The Structure employs a suite of sensor technologies developed by PrimeSense -- which also created the original technology used in the Kinect. The change in strategy hasn't come without costs.
BioShock Infinite Lighting Programmers don't generally have reels, but we do have blogs. I've been explaining the rendering work I did on BioShock Infinite quite a bit due to recent events, and I thought it made sense to write some of it down here. For the bulk of development, I was the only on-site graphics programmer. As Principal Graphics Programmer I did quite a bit of implementation, but also coordinated and tasked any offsite rendering work. Goals One of our artists best described Infinite's style as "exaggerated reality." The size of the levels were bigger than anything Irrational had attempted before. We wanted a streamlined lighting pipeline for level artists. Finally, all of this had to perform well on all of our platforms. Hybrid Lighting System The lighting system we came up with was a hybrid system between baked and dynamic lighting: Deferred Lighting Dynamic lighting was handled primarily with a deferred lighting/light-pre pass renderer. We modified our BRDF to help solve this mid-project.
MakerBot’s new 3D scanner will run you $1,500 and ship in October MakerBot, one of the largest and best-known companies in the world of 3D printing, has finally announced a release date (October 2013) and price ($1,500) for its highly-anticipated 3D scanner, the MakerBot Digitizer. “Bringing the MakerBot Digitizer Desktop 3D Scanner into the world has been a big goal of ours this year,” MakerBot CEO Bre Pettis said in a statement (PDF) on Thursday. “We are really excited about the MakerBot Digitizer. Pettis first announced the product at the March 2013 SXSW conference in Austin, Texas. MakerBot, which was acquired by an older printing firm earlier this year for over $400 million, hasn’t yet released any technical details about its product. “The MakerBot Digitizer captures enough points to create about 200,000 triangles for each new 3D model,” the firm wrote.
iPi Soft- Markerless Mocap The Structure Sensor is the first 3D sensor for mobile devices Scene Reconstruction from High Spatio-Angular Resolution Light Fields Project Members Changil Kim (Disney Research Zurich)Henning Zimmer (Disney Research Zurich)Yael Pritch (Disney Research Zurich)Alexander Sorkine-Hornung (Disney Research Zurich)Markus Gross (Disney Research Zurich) The images on the left show a 2D slice of a 3D input light field, a so called epipolar-plane image (EPI), and two out of one hundred 21 megapixel images that were used to construct the light field. Our method computes 3D depth information for all visible scene points, illustrated by the depth EPI on the right. Abstract This paper describes a method for scene reconstruction of complex, detailed environments from 3D light fields. [Press Release] Datasets This website provides the datasets including all the images and the results used in the paper. We provide the following as part of the datasets: Mansion Church Couch Bikes Statue Please click here (ZIP, 7.6 GB) to download all five datasets including the images and depth maps as a single zipped archive. Acquisition File Formats
Replicator | The Class of 2014 EmailShare 1374EmailShare New Leading-Edge Printers At MakerBot, we’ve been making professional-quality 3D printers affordable and accessible since 2009. In that short time we’ve released four generations of 3D printers, helping unleash a worldwide 3D printing revolution in art and design, engineering and manufacturing, architecture, education, and more. Today we’re yet again defining the new standard in ease of use, quality, and reliability with the introduction of three new MakerBot Replicator 3D printers. – MakerBot Replicator Mini Compact 3D Printer – MakerBot Replicator Desktop 3D Printer – MakerBot Replicator Z18 3D Printer The MakerBot Replicator 3D Printing Platform All three Fifth Generation MakerBot Replicator 3D Printers run on a common MakerBot Replicator 3D Printing Platform, which enables improved reliability, ease of use, and seamless connectivity. – New MakerBot Replicator Smart Extruder that’s easy to swap or replace. – On-board camera for print monitoring and easy sharing.
medica e ricostruzione - Geomagic La ricerca avanzata nelle diverse aree della medicina, quali analisi cinetica, movimenti articolari e usura dei dispositivi medici, ricorre sempre più di frequentemente, e usa combinazione di strumenti di tomografia computerizzata (TC), software per l'ingegneria inversa 3D di Geomagic e tecnologie CAD/di analisi per migliorare la resistenza dei prodotti e svelare i misteri del corpo umano. Geomagic Studio et Geomagic Freeform è la piattaforma preferita dai costruttori di sistemi e tecnologie per l’industria medica per definire e incentivare soluzioni mediche di ricostruzione a costi ridotti e con maggior soddisfazione del paziente grazie ai dati 3D. La nostra tecnologia viene utilizzata per una vasta gamma di applicazioni: ortopedia– creazione di protesi ortopediche personalizzate tramite ingegneria inversa, per una perfetta adattabilità;
Get Skanect | Skanect by Occipital 3D Scan From An iPad to Skanect on Your Mac or PC - Wirelessly There’s no easier way to capture high-quality, full-color 3D scans than with the Structure Sensor attached to your iPad streaming wirelessly to Skanect on your Mac or PC. But the Structure Sensor is much more than just a 3D scanner. It’s also a developer-friendly 3D sensing platform for mobile devices that lets you map indoor spaces, explore mixed reality worlds and much more. Compatible with iPad (5th generation), 9.7-inch iPad Pro, 12.9-inch iPad Pro, iPad Air 2, iPad Air, iPad mini 4, iPad mini 2/3 and iPad (4th generation) - and it’s developer hackable to work with Android, Linux, Windows and OS X too. Now get the special bundle for one low price. Includes USB Hacker Cable optional for wired connection to Mac or PC desktops, iPad bracket, and a license for Skanect Pro.
Rendering large terrains Today we’ll look at how to efficiently render a large terrain in 3D. We’ll be using WebGL to do this, but the techniques can be applied pretty much anywhere. We’ll concentrate on the vertex shader, that is, how best to use the position the vertices of our terrain mesh, so that it looks good up close as well as far away. To see how this end result looks, check out the live demo. The demo was built using THREE.js, and the code is on github, if you’re interested in the details. An important concept when rendering terrain is the “level of detail”. Take the terrain below, notice how the nearby mountain on the right fills a lot of the final image, while the mountains in the distance only take a small portion of the image. It makes sense to render nearby objects with a greater LOD, while those in the distance with a lower LOD. An easy way to create a terrain mesh is to simply create a plane that covers our entire terrain, and sub-divide it into a uniform grid.